Everything posted by Glorian Underhill

Good.
I got my Squadron together but the revolted to fly only space missions, so we will have some short imtermezzi. Like going on the ground to find the dealer for the information on the sensor network, or recruiting that rebel commando to storm the base.
For the Ground Info I will take the module from Onslaught on Arda 1 where the are on the Sith Planet and put in a meeting of some imperial Aces in the Casino.
Well and I bought a set of these Babies.
Everyone would like to play a round of Pazaak with Baron Soontir Fell.

For the FFG Miniatures Game there was made a fanwork Co-Op Campaign.
Named "Heroes of the Aturi Cluster" where the NPCs got some kind of a AI chart what they would do and fight.
http://dockingbay416.com/campaign/
And 1-6 Players could play the different Missions who were linked and also on cards, so could end up a random Mission Order.
Also there was some kind of each Mission Encounterchart with turns when fighters show up, and what number and types of fighters show up depending on the number of Players and their skill level.
So I'm planning to put everything I gather currently in my word document for it to run that mini campaign. Each mission will get an Age of Rebellion Treatment with range bands, environmental issues and tests to achieve stuff.
By reading of several threads on the forum I have already striked some points out who other have made mistakes.
Like restrict all to Pilot Careers, or fly the ships as they come out of the book.
The document is in german. If anyone is interested please write here something and I will share it.
I need to make some tests. Especially on the spawned enemies and their lethality.
And if I put them in Minion groups for easier bookworking.
As for the Map I will go with a standard X-wing map, and will use Range Band markers I used with great efficiency in Warhammer 3rd Edition.
So in a Nutshell what I want to add/change:
Either Players have the chance to convert 50% of Damage into System Strain, or the simply get an R7 Astromech, or simply double Hull points on PC ships.
Change Y-Wing Ion turret to be shot in 360° as in the X-Wing game and Battlefront 2.
New Action: Wingman Support - To put defence dice on a supported target for 2 Turns. Especially needed in some escort missions.
Put some Markers on the Player charts. A blue dice for current speed. Shield markers to show where the current shield energy is ie. Front or Rear.
AoR Breakdown of each Mission with Turns, Enviroment challenges, Tests, Victory conditions.
Put in some NPCs so setup a better roleplay surrounding.
Play myself as a PCGM in the ingame role of the Squadorn Leader. Just to set the tone and throw in some citations. Mission Planning, and Screentime is for the PCs.
Glue the cockpit killmarkers from Heores of the Aturi Cluster Ship chart onto the hero document. So Players can mark their kills.

Here my first set of Severan Dominate Troops.
More Pics and info after the link. Translation tool mandatory.
http://ohrhammer.online/figuren-der-drehwaertigen-front-tabletop-minis-fuer-das-40k-rollenspiel/

1. Use small wound markers for the NPC Minis on the field.
We used small thick paper counter with numbers on them to represent remaining wounds.
2. Don't roll on the Criticial Chart for NPCs, make them dead on zero wounds. Speeds up game a lot. Use Critical Charts for important NPCs.
3. Make yourself a chart on modifiers for different weapons the NPCs use. Because for us counting the modifiers takes usually most of the time.
Lasgun: 50m Single Fire, with half aim +30
Lasgun: 50m Short Burst, with half aim +20
4. If you want to have larger number battles have a look a the Star Wars Minions, or Henchman in WFRP 3rd Edition. Several NPCs are bind together with their wounds combined. They then act as one entity. If you have four Gardsmen and the group suffers 10 wounds one of them dies. If this full group attacks, each member adds +10 for a test like shooting. So once the group gets smaller their attacks become less and less dangerous.

No good war movie without some cigarettes.
Have a look at my custom made lho sticks.
And how to build them:
http://www.soehne-sigmars.de/2015/02/glorians-bastelstube-foodhandouts-iv-warhammer-40-000-lho-sticks/

Hi,
In several of my rpg's I use prop Money to represent ingame money.
For Star wars there are several monopoly versions for paper credits to use.
Has anybody knowledge of some pdf files with credit pictures which can ne easily printed and cut?
Any help apreciated.

Have a Look here:
Vermintide.com
It is left 4dead Warhammer style.
And I have asked the defs If they used FFG stuff and they Said:
Hi,
We can't talk too much about it yet but we have for sure looked at Edge of the Night when we decided to set the game in Ubersreik.

Made for my Only War group, Departmento delivered Writing Pads.
Only in german but you get the idea.
Pics and instructions after the link:
http://www.soehne-sigmars.de/2015/01/glorians-bastelstube-warhammer-40-000-imperialer-meldeblock/

Great Stuff so far!
Before you complete the Leman Russ Variants you might want to beef up the enemies of the imperium.
Some Heretic Tanks. The Gaunt Ghosts books where full of them. "Honour Guard" was also with the best 40k Tank Battles I have read. Vanquishers, Laser Destroyers, Leman Russ and a lot of heretic build other tanks.
The other three Big are of course:
Eldar : Fast Antigrav Tanks with more holofield and technoheresy stuff than real armour
Tau: Fast Antigrav Tanks with horrifieing Armour Penetration. Imperial Battle Tanks vs Battle Suits.
Orks: Ramshakled Buggies like there are, but also Battle Fortresses as Boss enemies.

Absolutely right.
I have at the moment three Adventures in my mind:
1st: Drive there, Kill that.
2nd: While driving the Tank breaks and they have to run around and use their personal Weapons for the first Time. Actually it is the Company of Heros Story where you drive a Tiger Tank around. Or just completely copy the Company of Heros Tiger game.
3rd: Drive away out of the bombardment Zone. Is actually 11 hour meets the Gun Heads Short story which was a Black Library short story in their exterminatus book.
Start with a standard Leman Russ. After Break Down of Tank switch to a better one. Vanquisher or Plasma Destroyer.
Leman Russ Crew is:
1. Driver/Mechanic PC - Operator
2. Loader PC, Hull Lascannon: - Operator or Heavy
3. Main Cannon PC - Heavy or Special Weapons
4. Tank Commander/Pintle mounted Stubber PC: - Seargent or Operator
5. Two Gunners for the Sponsors are also a PC plus 1 Comrade or 2 Comrades in total: Heavy or Special or put a medic in.
All Classes should have their Heavy Weapon training on Top.
Stay Clear of Situations in which only one of the Players has something to do.

I dont want to sound negative, but from all 40k rpgs Only war has the less publications and it is the only of the 40k rpgs which is not translated into german.
So I may assume that it is not the best selling product.
Also it was in the FFGs Wintersale where I bought it complete. Without Shield of Humanity (to new) and Hammer of the Emperor (out of stock).
Also Hammer of the Emperor doesn't show up on the Reprint List of FFG.
Thats also not the best sign.
Deathwatch, Rogue Trader and Black Crusade have some, not all of their products on the reprint list.
And I'm quite surprised that Dark Heresy 2nd is out of stock already.

Sounds legit.
I have thought about the idea of running a tank squad, but still I:m not sure how to give them enough crunchy bits for upgrading their tank or some good adventures.
So if there is a Tank Suplemental it needs some kind of intro Adventure. The one in the Core Book even have Infos on how many ork Vehicles would arrive when the Players have a Vehicle Squadron.

Well according to the rules they use all the guardsmen classes without the Support classes. So no Ratling sniper in a Ratling Regiment. Snipers are then everyone as sarge, medic, heavy etc. all from the shield of humanity book.
My question is what I should be aware of in the official adventures if I have no real hard close combat hitter and they have only flak vests and helmets.

Hi, I have some questions regarding the damage and critcal Hits and need to check if I got them right.
Question 1:
My Guardsmen Player Character has 10 Wounds.
No Problem.
He is hit by a bullet, suffers 6 Damage.
He is hit another time by a bullet bringing him another 4 Damage.
After the second hit he has reached his wound theshold.
So he doesn't die imediately right?
He is hit a third time. As he has reached his wound limit he takes 5 Wounds and this is the kind of critical Hit he got. I roll for location and got Body, so his Body has now a Crit 5 hit. But he still lives.
He is hit another time. A 3 Wound hit to his right leg.
No Problem for the PC. Leg is wounded, he can carry on.
He is hit another time in the Body. Suffering 5 Wounds. This gets him another Critcal wound on the Body. He has now a Crit 5 Body hit and a Crit 11 Body hit. If they are seperate hits both stay. If they are just one kind of a Hit the stronger one stays.
But this question is rethorical as the Crit 11 Hit is one of the Death Crits for the Body Zone.
Is this correct?
Question 2.
NPC Guardsmen has 10 Wounds, got shot with a 10 Damage shot (after reducing Thoughness and Armour) and dies imediately.
Right?